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Gray Animations (Mod Development Examples) View File This is a collection of loose animations for proof of concept and for mod developers to have for use to make mods. **It is not meant for end users, it is not yet feature enough to be like Sexlab or AAF animations** To test use, can copy into NAF directory and play using NAF (console command 'NAF play file/glb'). Requires NAF to be working, or in the future another animation player that reads glbs. Probably you cannot position these using console commands for screenshots, because the actor will reset position as soon as the next animation frame comes. Contents: *All animations are 500 frames long* 1 actor animations graysolo00.glb - a standing horny animation grayhogtie00.glb - a low movement hogtie idle grayhogtie01.glb - hogtie struggle animation 2 actor animations (These are very not great, just proof of concept. The original plan was for these to be the first speed, with a faster set of each. I cannot test alignment in game without a working 2 person framework, and there are export problems with the COM bone that make blender positioning unreliable) graymission00_bot.glb - bottom position for the first stage of a missionary scene graymission00_top.glb - top position for the first stage of a missionary scene graydoggy00_bot.glb - bottom position for the first stage of a doggy style scene graydoggy00_top.glb - top position for the first stage of a doggy style scene *The positioning of this one is more broken. Cannot get z axis translation to show in game. Screenshots screenshot of each animation (in game, they are animations, not stills). screenshot of Blender export options used. Last set (animations) is most important. Plans/Trouble When mods start being made that need more animations, I will make more/better animations. Probably, after the mod support is released there will be physics, new skeleton, all those things. Because of that I am not planning to put a lot of work into these, when all of it will need to be redone from beginning on a new skeleton. You can make animations using the NAF tutorial scene on Nexus (what I used) and the export options shown in the screenshots. For 2 person animations I have not made a good solution (my 2 person blender files have issue with COM bone, leads to problems like in graydoggy00_top even after remaking everything in euler rather than quats). Submitter Gray User Submitted 03/05/2024 Category Animation Requires NAF and dependencies
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I dont know about most people here, but atm I am standing at -435 .pak mods -ca. 40 overrides -dont even know what amount of loose files I stuck in the data folder over the months Right now I still seem to mostly get things sorted right, as long as I read the fine print. But it seems predictable that, after playing some other game for 3-4 months, many folks will look at this mess and not know why "Landscaping custom vags has to come AFTER the custom races mods" or that "community mod xy has to be one of the last in the load order" anymore. And if Larian DOES at some point release modding tools I suspect that will only intensify the trouble. I have seen premade load-order lists for Baldur's Gate3 flying around on Nexus, but I am wondering if anyone has some loadorder database like LOOT for BG3 in the works, or knows of such a project?
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Version 1.0.0
185 downloads
This is a collection of loose animations for proof of concept and for mod developers to have for use to make mods. **It is not meant for end users, it is not yet feature enough to be like Sexlab or AAF animations** To test use, can copy into NAF directory and play using NAF (console command 'NAF play file/glb'). Requires NAF to be working, or in the future another animation player that reads glbs. Probably you cannot position these using console commands for screenshots, because the actor will reset position as soon as the next animation frame comes. Contents: 1 actor animations graysolo00.glb - a standing horny animation grayhogtie00.glb - a low movement hogtie idle grayhogtie01.glb - hogtie struggle animation 2 actor animations (These are very not great, just proof of concept. The original plan was for these to be the first speed, with a faster set of each. I cannot test alignment in game without a working 2 person framework, and there are export problems with the COM bone that make blender positioning unreliable) graymission00_bot.glb - bottom position for the first stage of a missionary scene graymission00_top.glb - top position for the first stage of a missionary scene graydoggy00_bot.glb - bottom position for the first stage of a doggy style scene graydoggy00_top.glb - top position for the first stage of a doggy style scene *The positioning of this one is more broken. Cannot get z axis translation to show in game. Screenshots screenshot of each animation (in game, they are animations, not stills). screenshot of Blender export options used. Last set (animations) is most important. Plans/Trouble When mods start being made that need more animations, I will make more/better animations. Probably, after the mod support is released there will be physics, new skeleton, all those things. Because of that I am not planning to put a lot of work into these, when all of it will need to be redone from beginning on a new skeleton. You can make animations using the NAF tutorial scene on Nexus (what I used) and the export options shown in the screenshots. For 2 person animations I have not made a good solution (my 2 person blender files have issue with COM bone, leads to problems like in graydoggy00_top even after remaking everything in euler rather than quats).-
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[Mod]Gray's Bondage Animations (Development Tool - Beta)
Gray User posted a topic in Baldur's Gate 3
View File Gray's Bondage Animations (Development Tool - Beta) Important: This is a proof of concept release. It is meant for mod developers who are interested in making BDSM mods and need test animations. If you would like to test them, you can replace existing animations. I tested them by replacing Public\Shared\Assets\Characters\_Anims\_Cinematic\Act01\TUT\TUT_HelmTransponder\HUM_F_Rig\HUM_F_Rig_Solo_Standing_F.gr2 from Lune's framework. It is not a pak'd mod, it cannot be installed using a manager, and it will not do anything by itself. It is just a collection of loose animations for development use. Description: There are four loose gr2 animations (hogtie, frogtie, sidetie, kneeling), each is 562 frames (probably 18 seconds) and can be looped. The animations are still a little rough. Once there is an actual use for them, probably I will tighten things up a bit with some of the motion, but these get the idea across for now. They were made using the female T1 rig, but should work for any human-like character. Also, they all use an 'arms behind' style, which will hopefully make them compatible with any armbinder/singleglove that is later made. Acknowledgements, terms of use, other: A big thanks to Lune. I was not planning to mod BG3 until they released word that they made an animation framework and a working human rig. Please use these to make mods. But you cannot charge for a mod that includes these and you cannot post it to Nexus (LL is ok, a private-ish discord is ok). If you are making a mod that is based on these, you can DM me or post questions and things. As there is demand from mod developers, so will I make more animations. If you are interested in making variations, I can send blender files of the base poses or the final animations, just ask. Submitter Gray User Submitted 02/07/2024 Category Baldur's Gate 3- 6 replies
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Version 0.1.0
288 downloads
Important: This is a proof of concept release. It is meant for mod developers who are interested in making BDSM mods and need test animations. If you would like to test them, you can replace existing animations. I tested them by replacing Public\Shared\Assets\Characters\_Anims\_Cinematic\Act01\TUT\TUT_HelmTransponder\HUM_F_Rig\HUM_F_Rig_Solo_Standing_F.gr2 from Lune's framework. It is not a pak'd mod, it cannot be installed using a manager, and it will not do anything by itself. It is just a collection of loose animations for development use. Description: There are four loose gr2 animations (hogtie, frogtie, sidetie, kneeling), each is 562 frames (probably 18 seconds) and can be looped. The animations are still a little rough. Once there is an actual use for them, probably I will tighten things up a bit with some of the motion, but these get the idea across for now. They were made using the female T1 rig, but should work for any human-like character. Also, they all use an 'arms behind' style, which will hopefully make them compatible with any armbinder/singleglove that is later made. Acknowledgements, terms of use, other: A big thanks to Lune. I was not planning to mod BG3 until they released word that they made an animation framework and a working human rig. Please use these to make mods. But you cannot charge for a mod that includes these and you cannot post it to Nexus (LL is ok, a private-ish discord is ok). If you are making a mod that is based on these, you can DM me or post questions and things. As there is demand from mod developers, so will I make more animations. If you are interested in making variations, I can send blender files of the base poses or the final animations, just ask.-
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I am trying to export the Odin Valhalla Rising Rogue-Asgard armor to Skyrim CBBE with the blender files from Knightmare-Giga. I've managed to succesfully do the main armor in outfit studio, but when it comes to exporting the cloak to support HDT I'm a bit confused on the steps I have to take. From what I can read from tutorials, you need to build the skeleton manually in outfit studio then manually weight paint and then do some XML to define the HDT. However the blender file already comes with a nice skeleton that's already weight painted, so I would like to use that for the cloak and then somehow attach the spine to the cbbe skeleton. I'm using the PlyNif to export the cloak into a nif, but when I look at the skeleton in outfit studio the bones are all the correct position and still weight painted, but they've lost their parents and are all attached to a single root, and when I try to manually set the parents their position turns crazy. I suspect that's because the positioning they have is relative to the root bone, but calculating the actual positions from there would be a pain. So is there a way to export the cloak or the skeleton in the correct state from blender into Skyrim? Or do I need to manually redefine all the bones from scratch? Another bonus question I would ask is that since the "base" armor is esentially just a body with a marble like texture applied to it, is there a way to automatically fit it to the CBBE body rather than using brushes in outfit studio? The proportions, especially between the breast and butt don't quite match the cbbe shape so I need to do some pretty heavy editing to the vertex which often results in some bad shapes once I apply sliders that causes I have to restart. Right now I've resorted to more or less keeping the original shape the same and just making sure the neck and hands fit, but a tighter fit for correct bodyslide presets would be ideal. I'm pretty new to 3D modelling and modding, this is my first time trying to do this so I'm probably missing something.
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hi, i need help with my characters t-posing I've run fnis multiple times and even redownloaded it I've been trying to work this mod out since yesterday, well i should say my situation, i got Skyrim se yesterday and i got vortex and installed some sex mods and got everything set up i had some trouble with jcontainers for a while and i recently just got to the point to where its just the animations not working and me and the npc are in a tpose if theres any info i need to give you lmk asap i want to get this done
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- skyrim sexlab
- skyrim se
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How easy is it to do either of the following: 1. Create a new creature model that can be assigned to an original creature skeleton? 2. Create a new creature skeleton and model? I ask because after looking at a mod that adds the Tsaesci Race into skyrim, i noticed that included within the mod was a summonable "snake" which uses the skeleton of an ice wraith but a custom snake model. Unfortunatly, this made the snake bounce around similar to how a wraith would do. My original thought was whether it was possible to make a new skeleton for a snake, then whether it was even possible to add new skeletons at all. Sorry if some of the answers to this are obvious, i honestly don't know the first thing about creating mods of any kind or even what software is used, though if i could find this out i would love to attempt making my own creatures. Any info is greatly appreciated.
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I hope this is not an idiotic question, but I've spent a decent chunk of today trying and failing to find an answer to the following: Is there anything resembling an API for the SexLab framework / SexLab Aroused? Barring that, is there a way to peek at the underlying scripts? I'm having the hardest time figuring out how to do things like reading an NPC's arousal from SLA for example. I'm not above scavanging code. I found the source code for SexLab Hormones on GitHub, and the vanilla scripts are included in the downloads for Mana Tanks and Deadly Drain. This is all helpful, but it would be really nice to be able to have a reference to the interface of SexLab / Aroused. Thoughts / suggestions?
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Entrails: My modding toolbox for Skyrim
worik posted a blog entry in Random thoughts and ideas on Skyrim mods
TLDR: Which tools do I use, how do I mod or fix my Skyrim and how do I manage my mods? Just for completeness, I add my collection of modding tools to this blog. This includes the tools that I use as an enthusiastic player with far beyond 350 mods in my main games and on the other hand the tools that I use as an aspiring (but still bloody noice) mod creator Tools as a player Mod Organizer 1 = my main tool to get my profiles and vast amount of mods under control TES5Edit = the swiss army knife to either understand what mods are doing, cleaning the dirty ones or just to fix little things quick and dirty Mator's Merge Plugins = the best thing to cut my number of mods down to a managable few Mator Smash = to solve mod conflicts .. though I am not using it to it's full power.... yet Markdf's Fallrim Tools = to clean my save files ... or at least check them in regular intervals IronBrother8800's NIO Cleaner = to clean the skse cosave of bloat and speed up my save/load sooo much Notepad++ = for all editing purposes .. and as a modder: getting ready for the CK skyrimeditor.ini and skyrimeditorprefs.ini https://www.loverslab.com/blogs/entry/7765-entrails-under-the-hood-my-ini-files unpackaging scripts.rar as a mod in my left pane adding the SKYUI SDK as a mod in my left pane making sure SKSE/scripts are available as a mod in my left pane Video Guides & Tutorials Gamerpoets Mod Organizer ( S.T.E.P. ) Video Tutorials https://www.nexusmods.com/skyrim/mods/53790 Gamerpoets MO1 https://www.youtube.com/watch?v=OHgULB431Os&list=PLlN8weLk86XhxbjEbQ6S7hG75u_HdU60t Gamerpoets MO2 https://www.youtube.com/watch?v=DG3eqyNOByw&list=PLlN8weLk86Xh3ue76x2ibqtmMramwQmHB Gamerpoets modding Skyrim general - it's tools in there https://www.youtube.com/watch?v=vP13Fc1v1r4&list=PLlN8weLk86XjyJvXZ2MDBJRyeBPDMKZqx Gopher ModOrganizer https://www.youtube.com/watch?v=j4ZQpzf_iAE&list=PLE7DlYarj-DcLS9LyjEqOJwFUQIIQewcK TES5Edit https://www.youtube.com/watch?v=fw3g_N1jcZQ Mator's Merge Plugins https://www.youtube.com/watch?v=VFsHhRBilfY&list=PL0HT5brYH2MMH376LwQfkjbjz8R7pk_mh Im still looking for good video guides Mator Smash ... ? NIO Cleaner ... ? Fallrim Tools ... ? not for myself, but for others and for the sake of completeness. So I can add them here Mastering the Creation Kit is a whole questline in itself : https://www.loverslab.com/blogs/entry/7679-window-peeking-or-how-do-i-learn-to-love-the-creation-kit Rydin's tips for using Mod Organizer https://www.loverslab.com/blogs/entry/4058-tesvskyrim-support-mod-organizer-tips/ References Fallrim Tools https://www.nexusmods.com/skyrim/mods/76776 Mator Merge PlugIns https://www.nexusmods.com/skyrim/mods/69905 Mator Smash https://www.nexusmods.com/skyrim/mods/90987 ModOrganizer1 https://www.nexusmods.com/skyrim/mods/1334 NIO Cleaner https://www.loverslab.com/files/file/3786-netimmerse-override-cleaner-skse-co-save-cleaner-utility/ Notepad++ https://notepad-plus-plus.org/ Papyrus Compiler Plus https://www.nexusmods.com/skyrim/mods/74672 SkyUI SDK https://github.com/schlangster/skyui/wiki TES5Edit https://www.nexusmods.com/skyrim/mods/25859